P3D

Arma 3 model import options

Every LOD is imported as a separate object in the scene. By default, the proxies are separated from the LOD objects and parented back to them to allow easier manipulation.

Materials are created for every texture-material combination in the P3D.

For more information, see the P3D setup page.


Location

File -> Import -> Arma 3 model (.p3d)


Properties

Firs LOD Only

Only import the first LOD datablock found in the P3D.

Validate Meshes

Validate LOD meshes after import. Invalid data is removed from the objects (duplicate faces, duplicate edges, etc.)

Enclose In Collection

Enclose the imported LODs in a collection named after the file imported.

Group By

Group the imported LODs into collections.

  • Type: group LODs by their logical types

  • None: do not group LODs

Absolute Paths

Attempt to reconstruct absolute file paths by prepending the Project Root to the path read from the P3D. The reconstructed path is only used if it points to an existing file in the current file system.

Allow Additional Data

Allow additional data layers to be imported from P3D in additional to pure mesh data.

Additional Data

  • Custom Normals: split vertex normals

  • Flags: vertex and face flags

  • Named Properties: named properties of LODs

  • Vertex Mass: vertex messes for geometry LODs

  • Selections: named selections/vertex groups

  • UV Sets: UV channels

  • Materials: material and texture data

Sections

  • Preserve: recreate material stack in same order as sections are encountered in the P3D

  • Merge: merge sections with identical texture-material pair

Translate Selections

Translate czech selection names to the english counterparts according to the internal translation table.

Cleanup selections

Remove selections with no vertices assigned to them.

Some model.cfg animations may rely on certain empty selections. Use with caution!

Proxy Action

The options are only enabled if the Selections, and Allow Additional Data properties are enabled.

  • Nothing: proxies are not separated from the LOD object (their path data is lost due to Blender UI limitations)

  • Separate: proxies are separated from, and parented to the LOD objects, their properties are set up

  • Purge: proxies are separated from the LOD objects and deleted


Process

  1. file is completely read into an internal data structure, and kept in memory for the duration of the process

  2. Blender materials are created for every texture-material combination (if applicable)

  3. LOD objects are created

    1. raw LOD mesh is created from P3D data

    2. LOD properties are set up

    3. vertex split normals are set (if applicable)

    4. TAGGs are processed (where applicable)

      1. sharp edges

      2. UV sets

      3. named selections

      4. vertex masses

      5. named properties

    5. vertex flag groups are added

    6. face flag groups are added

    7. proxies are post-processed (if applicable)

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